New Mutant Monday # 32 - Sea Bunnies

Chris Van Deelen

No. Enc: 2d4
Alignment: Neutral
Movement: 30’ (10’)
Armor Class: 6
Hit Dice: 2
Attacks: Special (see description)
Damage: Special (see description)
Save: L2
Morale: 11
Hoard Class: N/A

These bizarre and oddly cute-appearing creatures are actually a variation of the sea-slug. They were known before the final wars began and like many species, they were mutated during the final wars into something else entirely.

The original creatures were quite small, only a few inches in length. The ancestors of these ocean-borne creatures have increased in size, averaging about two to three feet and weighing in at about five to ten pounds.

The strange little creatures are pure scavengers. They live off rotting corpses of anything they come across along the ocean floor. They do not stay in the ocean all the time, however. They will often travel onto beaches, particularly after a powerful storm, in search of both food and a place to lay their eggs.

In times when corpses are scarce, the creature has a unique and completely disturbing method of keeping itself fed. It will hunt down living prey and use its mutation density alteration (others) to reduce the size of prey to where it can easily manage it. This effect can be avoided by a successful saving throw versus energy. If the saving throw fails, the creature is reduced to 1/8th its size. The target will gain a -3 to AC as a result, and becomes immune to piercing attacks. The effect will last for 1d4 turns.

The slug will then use a second mutation, a variation of the slow mutation on the target, reducing its speed to 25% of its original amount (and as such also reducing its attacks to 1 every two turns). This likewise can be avoided by a successful saving throw versus energy. If the save fails, the victim is slowed for 1d4 turns. The creature can use both these mutations twice per day. Finally, both mutations have an effective range of 30’.

For a mollusk, these creatures are surprisingly fast. They would be considered the speed-demons of the species. They are still very slow in comparison to land-locked creatures, and can easily be outrun if it comes down to it, unless they are able to use the slow ability on their targets.

Once they have slowed a victim and it is small enough for them to handle, they will attack. This consists of them lightly brushing the flesh of a victim with their shockingly soft fur-like body. The body is covered with a class 11 poison. If the victim fails the saving throw, then the creature will engulf it with its body.

When this happens, the creature then releases a digestive fluid. This is a powerful toxic substance. It causes 3d6 damage per round as the tissue, muscle, and organs begin to melt. The victim will also lose 1d3 points of Strength, Dexterity and Constitution per round of exposure. If any statistic reaches zero, then the victim has succumbed to the rotting effects of the toxin and dies.

The effect only takes place while the victim is engulfed by the creature. If the victim is able to somehow escape, any lost statistic damage will be regained at the victim’s natural healing rate per day. The victim can choose which statistic is healed per day.

Anyone attacking the creature while it has absorbed a victim will inflict half damage on the victim as well.

These creatures have the unique sense to be able to detect and locate any sort of carrion within 250 feet of their location. They will home in on it unerringly in order to feast. When they leave the water, they can stay on dry land for no more than three hours, unless they are able to find small tidal pools of sea-water. If they are out of the water for longer than this, they will begin to suffer 1d8 points of damage per turn as their bodies dry out.

Mutations: Density alteration (others), dietary requirement change (rotting meat), gigantism, slow mutant (modified), toxic weapon, unique sense (detect carrion)